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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.50 by root, Thu Apr 19 16:23:46 2007 UTC vs.
Revision 1.110 by elmex, Wed May 5 09:42:52 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
27 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
33 33
34//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
35 35
36#include <global.h> 36#include <global.h>
37#include <treasure.h> 37#include <treasure.h>
38#include <funcpoint.h>
39#include <loader.h>
40 38
41extern char *spell_mapping[]; 39extern char *spell_mapping[];
42 40
43static treasurelist *first_treasurelist; 41static treasurelist *first_treasurelist;
44 42
47typedef std::tr1::unordered_map< 45typedef std::tr1::unordered_map<
48 const char *, 46 const char *,
49 treasurelist *, 47 treasurelist *,
50 str_hash, 48 str_hash,
51 str_equal, 49 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >, 50 slice_allocator< std::pair<const char *const, treasurelist *> >
53 true
54> tl_map_t; 51> tl_map_t;
55 52
56static tl_map_t tl_map; 53static tl_map_t tl_map;
54
55//TODO: class method
56static void free_treasurestruct (treasure *t); // bleh desu
57static void
58clear (treasurelist *tl)
59{
60 if (tl->items)
61 {
62 free_treasurestruct (tl->items);
63 tl->items = 0;
64 }
65
66 tl->total_chance = 0;
67}
57 68
58/* 69/*
59 * Searches for the given treasurelist 70 * Searches for the given treasurelist
60 */ 71 */
61treasurelist * 72treasurelist *
93 } 104 }
94 105
95 return tl; 106 return tl;
96} 107}
97 108
98//TODO: class method
99void
100clear (treasurelist *tl)
101{
102 if (tl->items)
103 {
104 free_treasurestruct (tl->items);
105 tl->items = 0;
106 }
107
108 tl->total_chance = 0;
109}
110
111#ifdef TREASURE_DEBUG 109#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only 110/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out 111 * so that the treasure name can be printed out
114 */ 112 */
115static void 113static void
140 138
141 f.next (); 139 f.next ();
142 140
143 for (;;) 141 for (;;)
144 { 142 {
145 coroapi::cede_to_tick_every (10); 143 coroapi::cede_to_tick ();
146 144
147 switch (f.kw) 145 switch (f.kw)
148 { 146 {
149 case KW_arch: 147 case KW_arch:
150 t->item = archetype::get (f.get_str ()); 148 t->item = archetype::find (f.get_str ());
149
150 if (!t->item)
151 {
152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
151 break; 156 break;
152 157
153 case KW_list: f.get (t->name); break; 158 case KW_list: f.get (t->name); break;
154 case KW_change_name: f.get (t->change_arch.name); break; 159 case KW_change_name: f.get (t->change_arch.name); break;
155 case KW_change_title: f.get (t->change_arch.title); break; 160 case KW_change_title: f.get (t->change_arch.title); break;
169 t->next = read_treasure (f); 174 t->next = read_treasure (f);
170 return t; 175 return t;
171 176
172 default: 177 default:
173 if (!f.parse_error ("treasurelist", t->name)) 178 if (!f.parse_error ("treasurelist", t->name))
174 return 0; 179 goto error;
175 180
176 return t; 181 return t;
177 } 182 }
178 183
179 f.next (); 184 f.next ();
180 } 185 }
186
187 // not reached
188
189error:
190 delete t;
191 return 0;
181} 192}
182 193
183/* 194/*
184 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
185 */ 196 */
197 208
198 /* This is a one of the many items on the list should be generated. 209 /* This is a one of the many items on the list should be generated.
199 * Add up the chance total, and check to make sure the yes & no 210 * Add up the chance total, and check to make sure the yes & no
200 * fields of the treasures are not being used. 211 * fields of the treasures are not being used.
201 */ 212 */
202 tl->total_chance = 0;
203
204 if (one) 213 if (one)
205 { 214 {
206 for (treasure *t = tl->items; t; t = t->next) 215 for (treasure *t = tl->items; t; t = t->next)
207 { 216 {
208 if (t->next_yes || t->next_no) 217 if (t->next_yes || t->next_no)
209 { 218 {
210 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 219 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
211 LOG (llevError, " the next_yes or next_no field is set\n"); 220 LOG (llevError, " the next_yes or next_no field is set\n");
212 } 221 }
213 222
214 tl->total_chance += t->chance; 223 tl->total_chance += t->chance;
215 } 224 }
230 * start with equipment, but only their abilities). 239 * start with equipment, but only their abilities).
231 */ 240 */
232static void 241static void
233put_treasure (object *op, object *creator, int flags) 242put_treasure (object *op, object *creator, int flags)
234{ 243{
235 object *tmp; 244 if (flags & GT_ENVIRONMENT)
236 245 {
237 /* Bit of a hack - spells should never be put onto the map. The entire 246 /* Bit of a hack - spells should never be put onto the map. The entire
238 * treasure stuff is a problem - there is no clear idea of knowing 247 * treasure stuff is a problem - there is no clear idea of knowing
239 * this is the original object, or if this is an object that should be created 248 * this is the original object, or if this is an object that should be created
240 * by another object. 249 * by another object.
241 */ 250 */
242 if (flags & GT_ENVIRONMENT && op->type != SPELL) 251 //TODO: flag such as objects... as such (no drop, anybody?)
243 { 252 if (op->type == SPELL)
244 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 253 {
254 op->destroy ();
255 return;
256 }
257
258 op->expand_tail ();
259
260 if (!creator->is_on_map ()
261 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
262 op->destroy ();
263 else
264 {
265 op->flag [FLAG_OBJ_ORIGINAL] = true;
245 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
267 }
246 } 268 }
247 else 269 else
248 { 270 {
249 op = creator->insert (op); 271 op = creator->insert (op);
250 272
251 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
252 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
253
254 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
255 esrv_send_item (tmp, op);
256 } 275 }
257} 276}
258 277
259/* if there are change_xxx commands in the treasure, we include the changes 278/* if there are change_xxx commands in the treasure, we include the changes
260 * in the generated object 279 * in the generated object
289 else 308 else
290 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 309 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
291 } 310 }
292 else 311 else
293 { 312 {
294 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
295 { 314 {
296 object *tmp = arch_to_object (t->item); 315 object *tmp = t->item->instance ();
297 316
298 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
299 tmp->nrof = rndm (t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
300 319
301 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
346 create_treasure (tl, op, flag, difficulty, tries); 365 create_treasure (tl, op, flag, difficulty, tries);
347 } 366 }
348 else if (t->nrof) 367 else if (t->nrof)
349 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
350 } 369 }
351 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
352 { 371 {
353 if (object *tmp = arch_to_object (t->item)) 372 if (object *tmp = t->item->instance ())
354 { 373 {
355 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
356 tmp->nrof = rndm (t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
357 376
358 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
359 change_treasure (t, tmp); 378 change_treasure (t, tmp);
360 put_treasure (tmp, op, flag); 379 put_treasure (tmp, op, flag);
361 } 380 }
362 } 381 }
382}
383
384void
385object::create_treasure (treasurelist *tl, int flags)
386{
387 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
363} 388}
364 389
365/* This calls the appropriate treasure creation function. tries is passed 390/* This calls the appropriate treasure creation function. tries is passed
366 * to determine how many list transitions or attempts to create treasure 391 * to determine how many list transitions or attempts to create treasure
367 * have been made. It is really in place to prevent infinite loops with 392 * have been made. It is really in place to prevent infinite loops with
380 { 405 {
381 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 406 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
382 return; 407 return;
383 } 408 }
384 409
410 if (op->flag [FLAG_TREASURE_ENV])
411 {
412 // do not generate items when there already is something above the object
413 if (op->flag [FLAG_IS_FLOOR] && op->above)
414 return;
415
416 flag |= GT_ENVIRONMENT;
417 }
418
385 if (tl->total_chance) 419 if (tl->total_chance)
386 create_one_treasure (tl, op, flag, difficulty, tries); 420 create_one_treasure (tl, op, flag, difficulty, tries);
387 else 421 else
388 create_all_treasures (tl->items, op, flag, difficulty, tries); 422 create_all_treasures (tl->items, op, flag, difficulty, tries);
389} 423}
409 443
410 if (ob->inv) 444 if (ob->inv)
411 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
412 446
413 ob->destroy (); 447 ob->destroy ();
448
414 return tmp; 449 return tmp;
415} 450}
416 451
417/* 452/*
418 * This is a new way of calculating the chance for an item to have 453 * This is a new way of calculating the chance for an item to have
461 * This code presumes that op has had its spell object created (in op->inv) 496 * This code presumes that op has had its spell object created (in op->inv)
462 * 497 *
463 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
464 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 499 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
465 */ 500 */
466int 501static int
467level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
468{ 503{
469 int olevel = 0;
470
471 if (!op->inv) 504 if (!op->inv)
472 { 505 {
473 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 506 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
474 return 0; 507 return 0;
475 } 508 }
476 509
477 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
478 511
479 if (olevel <= 0) 512 if (olevel <= 0)
480 olevel = rndm (1, MIN (op->inv->level, 1)); 513 olevel = rndm (1, op->inv->level);
481 514
482 if (olevel > MAXLEVEL) 515 return min (olevel, MAXLEVEL_TREASURE);
483 olevel = MAXLEVEL;
484
485 return olevel;
486} 516}
487 517
488/* 518/*
489 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
490 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
493 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
494 * Scaling difficulty by max_level, as difficulty is a level and not some 524 * Scaling difficulty by max_level, as difficulty is a level and not some
495 * weird integer between 1-31. 525 * weird integer between 1-31.
496 * 526 *
497 */ 527 */
498int 528static int
499magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
500{ 530{
501 int percent = 0, magic = 0;
502 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 531 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
532 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
503 533
504 scaled_diff--;
505
506 if (scaled_diff < 0)
507 scaled_diff = 0;
508
509 if (scaled_diff >= DIFFLEVELS)
510 scaled_diff = DIFFLEVELS - 1;
511
512 percent = rndm (100); 534 int percent = rndm (100);
535 int magic;
513 536
514 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 537 for (magic = 0; magic <= MAXMAGIC; magic++)
515 { 538 {
516 percent -= difftomagic_list[scaled_diff][magic]; 539 percent -= difftomagic_list[scaled_diff][magic];
517 540
518 if (percent < 0) 541 if (percent < 0)
519 break; 542 break;
520 } 543 }
521 544
522 if (magic == (MAXMAGIC + 1)) 545 if (magic > MAXMAGIC)
523 { 546 {
524 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 547 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
525 magic = 0; 548 magic = 0;
526 } 549 }
527 550
535 * Sets magical bonus in an object, and recalculates the effect on 558 * Sets magical bonus in an object, and recalculates the effect on
536 * the armour variable, and the effect on speed of armour. 559 * the armour variable, and the effect on speed of armour.
537 * This function doesn't work properly, should add use of archetypes 560 * This function doesn't work properly, should add use of archetypes
538 * to make it truly absolute. 561 * to make it truly absolute.
539 */ 562 */
540
541void 563void
542set_abs_magic (object *op, int magic) 564set_abs_magic (object *op, int magic)
543{ 565{
544 if (!magic) 566 if (!magic)
545 return; 567 return;
546 568
547 op->magic = magic; 569 op->magic = magic;
548 if (op->arch) 570 if (op->arch)
549 { 571 {
550 if (op->type == ARMOUR) 572 if (op->type == ARMOUR)
551 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 573 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
552 574
553 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 575 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
554 magic = (-magic); 576 magic = (-magic);
577
555 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 578 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
556 } 579 }
557 else 580 else
558 { 581 {
559 if (op->type == ARMOUR) 582 if (op->type == ARMOUR)
560 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
584
561 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 585 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
562 magic = (-magic); 586 magic = (-magic);
587
563 op->weight = (op->weight * (100 - magic * 10)) / 100; 588 op->weight = (op->weight * (100 - magic * 10)) / 100;
564 } 589 }
565} 590}
566 591
567/* 592/*
570 */ 595 */
571 596
572static void 597static void
573set_magic (int difficulty, object *op, int max_magic, int flags) 598set_magic (int difficulty, object *op, int max_magic, int flags)
574{ 599{
575 int i;
576
577 i = magic_from_difficulty (difficulty); 600 int i = magic_from_difficulty (difficulty);
601
578 if ((flags & GT_ONLY_GOOD) && i < 0) 602 if ((flags & GT_ONLY_GOOD) && i < 0)
579 i = -i; 603 i = -i;
604
580 if (i > max_magic) 605 i = min (i, max_magic);
581 i = max_magic; 606
582 set_abs_magic (op, i); 607 set_abs_magic (op, i);
583 if (i < 0) 608 if (i < 0)
584 SET_FLAG (op, FLAG_CURSED); 609 op->set_flag (FLAG_CURSED);
585} 610}
586 611
587/* 612/*
588 * Randomly adds one magical ability to the given object. 613 * Randomly adds one magical ability to the given object.
589 * Modified for Partial Resistance in many ways: 614 * Modified for Partial Resistance in many ways:
590 * 1) Since rings can have multiple bonuses, if the same bonus 615 * 1) Since rings can have multiple bonuses, if the same bonus
591 * is rolled again, increase it - the bonuses now stack with 616 * is rolled again, increase it - the bonuses now stack with
592 * other bonuses previously rolled and ones the item might natively have. 617 * other bonuses previously rolled and ones the item might natively have.
593 * 2) Add code to deal with new PR method. 618 * 2) Add code to deal with new PR method.
594 */ 619 */
595void 620static void
596set_ring_bonus (object *op, int bonus) 621set_ring_bonus (object *op, int bonus)
597{ 622{
598
599 int r = rndm (bonus > 0 ? 25 : 11); 623 int r = rndm (bonus > 0 ? 25 : 11);
600 624
601 if (op->type == AMULET) 625 if (op->type == AMULET)
602 {
603 if (!(rndm (21))) 626 if (!rndm (21))
604 r = 20 + rndm (2); 627 r = 20 + rndm (2);
628 else if (rndm (2))
629 r = 10;
605 else 630 else
606 {
607 if (rndm (2))
608 r = 10;
609 else
610 r = 11 + rndm (9); 631 r = 11 + rndm (9);
611 }
612 }
613 632
614 switch (r) 633 switch (r)
615 { 634 {
616 /* Redone by MSW 2000-11-26 to have much less code. Also, 635 /* Redone by MSW 2000-11-26 to have much less code. Also,
617 * bonuses and penalties will stack and add to existing values. 636 * bonuses and penalties will stack and add to existing values.
618 * of the item. 637 * of the item.
619 */ 638 */
620 case 0: 639 case 0:
621 case 1: 640 case 1:
622 case 2: 641 case 2:
623 case 3: 642 case 3:
624 case 4: 643 case 4:
625 case 5: 644 case 5:
626 case 6: 645 case 6:
627 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 646 op->stats.stat (r) += bonus;
628 break; 647 break;
629 648
630 case 7: 649 case 7:
631 op->stats.dam += bonus; 650 op->stats.dam += bonus;
632 break; 651 break;
664 * little random element in since that they don't always end up with 683 * little random element in since that they don't always end up with
665 * even values. 684 * even values.
666 */ 685 */
667 if (bonus < 0) 686 if (bonus < 0)
668 val = 2 * -val - rndm (b); 687 val = 2 * -val - rndm (b);
669 if (val > 35) 688
670 val = 35; /* Upper limit */ 689 val = min (35, val); /* Upper limit */
690
671 b = 0; 691 b = 0;
672 692
673 while (op->resist[resist_table[resist]] != 0 && b < 4) 693 while (op->resist[resist_table[resist]] != 0 && b < 4)
674 resist = rndm (num_resist_table); 694 resist = rndm (num_resist_table);
675 695
683 break; 703 break;
684 } 704 }
685 case 20: 705 case 20:
686 if (op->type == AMULET) 706 if (op->type == AMULET)
687 { 707 {
688 SET_FLAG (op, FLAG_REFL_SPELL); 708 op->set_flag (FLAG_REFL_SPELL);
689 op->value *= 11; 709 op->value *= 11;
690 } 710 }
691 else 711 else
692 { 712 {
693 op->stats.hp = 1; /* regenerate hit points */ 713 op->stats.hp = 1; /* regenerate hit points */
696 break; 716 break;
697 717
698 case 21: 718 case 21:
699 if (op->type == AMULET) 719 if (op->type == AMULET)
700 { 720 {
701 SET_FLAG (op, FLAG_REFL_MISSILE); 721 op->set_flag (FLAG_REFL_MISSILE);
702 op->value *= 9; 722 op->value *= 9;
703 } 723 }
704 else 724 else
705 { 725 {
706 op->stats.sp = 1; /* regenerate spell points */ 726 op->stats.sp = 1; /* regenerate spell points */
708 } 728 }
709 break; 729 break;
710 730
711 case 22: 731 case 22:
712 op->stats.exp += bonus; /* Speed! */ 732 op->stats.exp += bonus; /* Speed! */
713 op->value = (op->value * 2) / 3; 733 op->value = op->value * 2 / 3;
714 break; 734 break;
715 } 735 }
716 736
717 if (bonus > 0) 737 if (bonus > 0)
718 op->value *= 2 * bonus; 738 op->value = 2 * op->value * bonus;
719 else 739 else
720 op->value = -(op->value * 2 * bonus) / 3; 740 op->value = -2 * op->value * bonus / 3;
721} 741}
722 742
723/* 743/*
724 * get_magic(diff) will return a random number between 0 and 4. 744 * get_magic(diff) will return a random number between 0 and 4.
725 * diff can be any value above 2. The higher the diff-variable, the 745 * diff can be any value above 2. The higher the diff-variable, the
726 * higher is the chance of returning a low number. 746 * higher is the chance of returning a low number.
727 * It is only used in fix_generated_treasure() to set bonuses on 747 * It is only used in fix_generated_treasure() to set bonuses on
728 * rings and amulets. 748 * rings and amulets.
729 * Another scheme is used to calculate the magic of weapons and armours. 749 * Another scheme is used to calculate the magic of weapons and armours.
730 */ 750 */
731int 751static int
732get_magic (int diff) 752get_magic (int diff)
733{ 753{
734 int i; 754 diff = min (3, diff);
735 755
736 if (diff < 3)
737 diff = 3;
738
739 for (i = 0; i < 4; i++) 756 for (int i = 0; i < 4; i++)
740 if (rndm (diff)) 757 if (rndm (diff))
741 return i; 758 return i;
742 759
743 return 4; 760 return 4;
744} 761}
745 762
763/* special_potion() - so that old potion code is still done right. */
764static int
765special_potion (object *op)
766{
767 if (op->attacktype)
768 return 1;
769
770 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
771 return 1;
772
773 for (int i = 0; i < NROFATTACKS; i++)
774 if (op->resist[i])
775 return 1;
776
777 return 0;
778}
779
780static double
781value_factor_from_spell_item (object *spell, object *item)
782{
783 double factor =
784 pow ((spell->value > 0 ? spell->value : 1)
785 * spell->level, 1.5);
786
787 if (item) // this if for: wands/staffs/rods:
788 {
789 /* Old crossfire comment ahead:
790 * Add 50 to both level an divisor to keep prices a little more
791 * reasonable. Otherwise, a high level version of a low level
792 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
793 * 10 time multiplier). This way, the value are a bit more reasonable.
794 */
795
796 factor *= item->level + 50;
797 factor /= item->inv->level + 50;
798 }
799
800 return factor;
801}
802
746#define DICE2 (get_magic(2)==2?2:1) 803#define DICE2 (get_magic(2) == 2 ? 2 : 1)
747#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 804#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
748 805
749/* 806/*
750 * fix_generated_item(): This is called after an item is generated, in 807 * fix_generated_item(): This is called after an item is generated, in
751 * order to set it up right. This produced magical bonuses, puts spells 808 * order to set it up right. This produced magical bonuses, puts spells
785 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 842 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
786 /* So the treasure doesn't get created again */ 843 /* So the treasure doesn't get created again */
787 op->randomitems = 0; 844 op->randomitems = 0;
788 } 845 }
789 846
790 if (difficulty < 1) 847 max_it (difficulty, 1);
791 difficulty = 1;
792 848
793 if (INVOKE_OBJECT (ADD_BONUS, op, 849 if (INVOKE_OBJECT (ADD_BONUS, op,
794 ARG_OBJECT (creator != op ? creator : 0), 850 ARG_OBJECT (creator != op ? creator : 0),
795 ARG_INT (difficulty), ARG_INT (max_magic), 851 ARG_INT (difficulty), ARG_INT (max_magic),
796 ARG_INT (flags))) 852 ARG_INT (flags)))
797 return; 853 return;
798 854
799 if (!(flags & GT_MINIMAL)) 855 if (!(flags & GT_MINIMAL))
800 { 856 {
801 if (op->arch == crown_arch) 857 if (IS_ARCH (op->arch, crown))
802 { 858 {
803 set_magic (difficulty, op, max_magic, flags); 859 set_magic (difficulty, op, max_magic, flags);
804 num_enchantments = calc_item_power (op, 1); 860 num_enchantments = calc_item_power (op, 1);
805 generate_artifact (op, difficulty); 861 generate_artifact (op, difficulty);
806 } 862 }
811 867
812 num_enchantments = calc_item_power (op, 1); 868 num_enchantments = calc_item_power (op, 1);
813 869
814 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 870 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
815 || op->type == HORN 871 || op->type == HORN
816 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 872 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
817 * used for shop_floors or treasures */
818 generate_artifact (op, difficulty); 873 generate_artifact (op, difficulty);
819 } 874 }
820 875
821 /* Object was made an artifact. Calculate its item_power rating. 876 /* Object was made an artifact. Calculate its item_power rating.
822 * the item_power in the object is what the artfiact adds. 877 * the item_power in the object is what the artfiact adds.
856 * again below */ 911 * again below */
857 } 912 }
858 } 913 }
859 914
860 /* materialtype modifications. Note we allow this on artifacts. */ 915 /* materialtype modifications. Note we allow this on artifacts. */
861 set_materialname (op, difficulty, NULL); 916 select_material (op, difficulty);
862 917
863 if (flags & GT_MINIMAL) 918 if (flags & GT_MINIMAL)
864 { 919 {
865 if (op->type == POTION) 920 if (op->type == POTION)
866 /* Handle healing and magic power potions */ 921 /* Handle healing and magic power potions */
867 if (op->stats.sp && !op->randomitems) 922 if (op->stats.sp && !op->randomitems)
868 { 923 {
869 object *tmp;
870
871 tmp = get_archetype (spell_mapping[op->stats.sp]); 924 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
872 insert_ob_in_ob (tmp, op); 925 insert_ob_in_ob (tmp, op);
873 op->stats.sp = 0; 926 op->stats.sp = 0;
874 } 927 }
875 } 928 }
876 else if (!op->title) /* Only modify object if not special */ 929 else if (!op->title) /* Only modify object if not special */
879 case WEAPON: 932 case WEAPON:
880 case ARMOUR: 933 case ARMOUR:
881 case SHIELD: 934 case SHIELD:
882 case HELMET: 935 case HELMET:
883 case CLOAK: 936 case CLOAK:
884 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 937 if (op->flag [FLAG_CURSED] && !(rndm (4)))
885 set_ring_bonus (op, -DICE2); 938 set_ring_bonus (op, -DICE2);
886 break; 939 break;
887 940
888 case BRACERS: 941 case BRACERS:
889 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 942 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
890 { 943 {
891 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 944 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
892 if (!QUERY_FLAG (op, FLAG_CURSED)) 945 if (!op->flag [FLAG_CURSED])
893 op->value *= 3; 946 op->value *= 3;
894 } 947 }
895 break; 948 break;
896 949
897 case POTION: 950 case POTION:
899 int too_many_tries = 0, is_special = 0; 952 int too_many_tries = 0, is_special = 0;
900 953
901 /* Handle healing and magic power potions */ 954 /* Handle healing and magic power potions */
902 if (op->stats.sp && !op->randomitems) 955 if (op->stats.sp && !op->randomitems)
903 { 956 {
904 object *tmp;
905
906 tmp = get_archetype (spell_mapping[op->stats.sp]); 957 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
907 insert_ob_in_ob (tmp, op); 958 insert_ob_in_ob (tmp, op);
908 op->stats.sp = 0; 959 op->stats.sp = 0;
909 } 960 }
910 961
911 while (!(is_special = special_potion (op)) && !op->inv) 962 while (!(is_special = special_potion (op)) && !op->inv)
919 * since the value set on those is already correct. 970 * since the value set on those is already correct.
920 */ 971 */
921 if (op->inv && op->randomitems) 972 if (op->inv && op->randomitems)
922 { 973 {
923 /* value multiplier is same as for scrolls */ 974 /* value multiplier is same as for scrolls */
924 op->value = (op->value * op->inv->value); 975 op->value *= op->inv->value;
925 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 976 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
926 } 977 }
927 else 978 else
928 { 979 {
929 op->name = "potion"; 980 op->name = shstr_potion;
930 op->name_pl = "potions"; 981 op->name_pl = shstr_potions;
931 } 982 }
932 983
933 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 984 if (!(flags & GT_ONLY_GOOD) && rndm (2))
934 SET_FLAG (op, FLAG_CURSED); 985 op->set_flag (FLAG_CURSED);
986
935 break; 987 break;
936 } 988 }
937 989
938 case AMULET: 990 case AMULET:
939 if (op->arch == amulet_arch) 991 if (IS_ARCH (op->arch, amulet))
940 op->value *= 5; /* Since it's not just decoration */ 992 op->value *= 5; /* Since it's not just decoration */
941 993
942 case RING: 994 case RING:
943 if (op->arch == NULL)
944 {
945 op->destroy ();
946 op = 0;
947 break;
948 }
949
950 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 995 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
951 break; 996 break;
952 997
953 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 998 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
954 SET_FLAG (op, FLAG_CURSED); 999 op->set_flag (FLAG_CURSED);
955 1000
956 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1001 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
957 1002
958 if (op->type != RING) /* Amulets have only one ability */ 1003 if (op->type != RING) /* Amulets have only one ability */
959 break; 1004 break;
960 1005
961 if (!(rndm (4))) 1006 if (!rndm (4))
962 { 1007 {
963 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1008 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
964 1009
965 if (d > 0) 1010 if (d > 0)
966 op->value *= 3; 1011 op->value *= 3;
967 1012
968 set_ring_bonus (op, d); 1013 set_ring_bonus (op, d);
969 1014
970 if (!(rndm (4))) 1015 if (!rndm (4))
971 { 1016 {
972 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1017 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
973 1018
974 if (d > 0) 1019 if (d > 0)
975 op->value *= 5; 1020 op->value *= 5;
1021
976 set_ring_bonus (op, d); 1022 set_ring_bonus (op, d);
977 } 1023 }
978 } 1024 }
979 1025
980 if (GET_ANIM_ID (op)) 1026 if (op->animation_id)
981 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1027 op->set_anim_frame (rndm (op->anim_frames ()));
982 1028
983 break; 1029 break;
984 1030
985 case BOOK: 1031 case BOOK:
986 /* Is it an empty book?, if yes lets make a special· 1032 /* Is it an empty book?, if yes lets make a special·
988 * creator and/or map level we found it on. 1034 * creator and/or map level we found it on.
989 */ 1035 */
990 if (!op->msg && rndm (10)) 1036 if (!op->msg && rndm (10))
991 { 1037 {
992 /* set the book level properly */ 1038 /* set the book level properly */
993 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1039 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
994 { 1040 {
995 if (op->map && op->map->difficulty) 1041 if (op->map && op->map->difficulty)
996 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1042 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
997 else 1043 else
998 op->level = rndm (20) + 1; 1044 op->level = rndm (20) + 1;
1001 op->level = rndm (creator->level); 1047 op->level = rndm (creator->level);
1002 1048
1003 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1049 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1004 /* books w/ info are worth more! */ 1050 /* books w/ info are worth more! */
1005 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1051 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1006 /* creator related stuff */
1007
1008 /* for library, chained books. Note that some monsters have no_pick
1009 * set - we don't want to set no pick in that case.
1010 */
1011 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1012 SET_FLAG (op, FLAG_NO_PICK);
1013 if (creator->slaying && !op->slaying) /* for check_inv floors */
1014 op->slaying = creator->slaying;
1015 1052
1016 /* add exp so reading it gives xp (once) */ 1053 /* add exp so reading it gives xp (once) */
1017 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1054 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1018 } 1055 }
1056
1057 /* creator related stuff */
1058
1059 /* for library, chained books. Note that some monsters have no_pick
1060 * set - we don't want to set no pick in that case.
1061 */
1062 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1063 op->set_flag (FLAG_NO_PICK);
1064 if (creator->slaying && !op->slaying) /* for check_inv floors */
1065 op->slaying = creator->slaying;
1019 break; 1066 break;
1020 1067
1021 case SPELLBOOK: 1068 case SPELLBOOK:
1022 op->value = op->value * op->inv->value; 1069 op->value *= value_factor_from_spell_item (op->inv, 0);
1070
1023 /* add exp so learning gives xp */ 1071 /* add exp so learning gives xp */
1024 op->level = op->inv->level; 1072 op->level = op->inv->level;
1025 op->stats.exp = op->value; 1073 op->stats.exp = op->value;
1026 break; 1074 break;
1027 1075
1031 * and reset nrof. 1079 * and reset nrof.
1032 */ 1080 */
1033 op->stats.food = op->inv->nrof; 1081 op->stats.food = op->inv->nrof;
1034 op->nrof = 1; 1082 op->nrof = 1;
1035 /* If the spell changes by level, choose a random level 1083 /* If the spell changes by level, choose a random level
1036 * for it, and adjust price. If the spell doesn't 1084 * for it.
1037 * change by level, just set the wand to the level of
1038 * the spell, and value calculation is simpler.
1039 */ 1085 */
1040 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1086 if (op->inv->duration_modifier
1041 { 1087 || op->inv->dam_modifier
1088 || op->inv->range_modifier)
1042 op->level = level_for_item (op, difficulty); 1089 op->level = level_for_item (op, difficulty);
1043 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1044 }
1045 else 1090 else
1046 {
1047 op->level = op->inv->level; 1091 op->level = op->inv->level;
1048 op->value = op->value * op->inv->value; 1092
1049 } 1093 op->value *= value_factor_from_spell_item (op->inv, op);
1050 break; 1094 break;
1051 1095
1052 case ROD: 1096 case ROD:
1053 op->level = level_for_item (op, difficulty); 1097 op->level = level_for_item (op, difficulty);
1054 /* Add 50 to both level an divisor to keep prices a little more 1098 op->value *= value_factor_from_spell_item (op->inv, op);
1055 * reasonable. Otherwise, a high level version of a low level 1099
1056 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1057 * 10 time multiplier). This way, the value are a bit more reasonable.
1058 */
1059 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1060 /* maxhp is used to denote how many 'charges' the rod holds before */ 1100 /* maxhp is used to denote how many 'charges' the rod holds before */
1061 if (op->stats.maxhp) 1101 if (op->stats.maxhp)
1062 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1102 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1063 else 1103 else
1064 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1104 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1065 1105
1066 op->stats.hp = op->stats.maxhp; 1106 op->stats.hp = op->stats.maxhp;
1067 break; 1107 break;
1068 1108
1069 case SCROLL: 1109 case SCROLL:
1070 op->level = level_for_item (op, difficulty); 1110 op->level = level_for_item (op, difficulty);
1071 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1111 op->value *= value_factor_from_spell_item (op->inv, op);
1072 1112
1073 /* add exp so reading them properly gives xp */ 1113 /* add exp so reading them properly gives xp */
1074 op->stats.exp = op->value / 5; 1114 op->stats.exp = op->value / 5;
1075 op->nrof = op->inv->nrof; 1115 op->nrof = op->inv->nrof;
1076 break; 1116 break;
1084 break; 1124 break;
1085 } /* switch type */ 1125 } /* switch type */
1086 1126
1087 if (flags & GT_STARTEQUIP) 1127 if (flags & GT_STARTEQUIP)
1088 { 1128 {
1089 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1129 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1090 SET_FLAG (op, FLAG_STARTEQUIP); 1130 op->set_flag (FLAG_STARTEQUIP);
1091 else if (op->type != MONEY) 1131 else if (op->type != MONEY)
1092 op->value = 0; 1132 op->value = 0;
1093 } 1133 }
1094 1134
1095 if (!(flags & GT_ENVIRONMENT)) 1135 if (!(flags & GT_ENVIRONMENT))
1106 1146
1107/* 1147/*
1108 * Allocate and return the pointer to an empty artifactlist structure. 1148 * Allocate and return the pointer to an empty artifactlist structure.
1109 */ 1149 */
1110static artifactlist * 1150static artifactlist *
1111get_empty_artifactlist (void) 1151get_empty_artifactlist ()
1112{ 1152{
1113 return salloc0 <artifactlist> (); 1153 return salloc0<artifactlist> ();
1114} 1154}
1115 1155
1116/* 1156/*
1117 * Allocate and return the pointer to an empty artifact structure. 1157 * Allocate and return the pointer to an empty artifact structure.
1118 */ 1158 */
1119static artifact * 1159static artifact *
1120get_empty_artifact (void) 1160get_empty_artifact ()
1121{ 1161{
1122 return salloc0 <artifact> (); 1162 return salloc0<artifact> ();
1123} 1163}
1124 1164
1125/* 1165/*
1126 * Searches the artifact lists and returns one that has the same type 1166 * Searches the artifact lists and returns one that has the same type
1127 * of objects on it. 1167 * of objects on it.
1135 1175
1136 return 0; 1176 return 0;
1137} 1177}
1138 1178
1139/* 1179/*
1140 * For debugging purposes. Dumps all tables. 1180 * Builds up the lists of artifacts from the file in the libdir.
1141 */ 1181 */
1142void 1182void
1143dump_artifacts (void)
1144{
1145 artifactlist *al;
1146 artifact *art;
1147 linked_char *next;
1148
1149 fprintf (logfile, "\n");
1150 for (al = first_artifactlist; al != NULL; al = al->next)
1151 {
1152 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1153 for (art = al->items; art != NULL; art = art->next)
1154 {
1155 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1156 if (art->allowed != NULL)
1157 {
1158 fprintf (logfile, "\tallowed combinations:");
1159 for (next = art->allowed; next != NULL; next = next->next)
1160 fprintf (logfile, "%s,", &next->name);
1161 fprintf (logfile, "\n");
1162 }
1163 }
1164 }
1165 fprintf (logfile, "\n");
1166}
1167
1168/*
1169 * For debugging purposes. Dumps all treasures recursively (see below).
1170 */
1171void
1172dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1173{
1174 treasurelist *tl;
1175 int i;
1176
1177 if (depth > 100)
1178 return;
1179
1180 while (t)
1181 {
1182 if (t->name)
1183 {
1184 for (i = 0; i < depth; i++)
1185 fprintf (logfile, " ");
1186
1187 fprintf (logfile, "{ (list: %s)\n", &t->name);
1188
1189 tl = treasurelist::find (t->name);
1190 if (tl)
1191 dump_monster_treasure_rec (name, tl->items, depth + 2);
1192
1193 for (i = 0; i < depth; i++)
1194 fprintf (logfile, " ");
1195
1196 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1197 }
1198 else
1199 {
1200 for (i = 0; i < depth; i++)
1201 fprintf (logfile, " ");
1202
1203 if (t->item && t->item->clone.type == FLESH)
1204 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1205 else
1206 fprintf (logfile, "%s\n", &t->item->clone.name);
1207 }
1208
1209 if (t->next_yes)
1210 {
1211 for (i = 0; i < depth; i++)
1212 fprintf (logfile, " ");
1213
1214 fprintf (logfile, " (if yes)\n");
1215 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1216 }
1217
1218 if (t->next_no)
1219 {
1220 for (i = 0; i < depth; i++)
1221 fprintf (logfile, " ");
1222
1223 fprintf (logfile, " (if no)\n");
1224 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1225 }
1226
1227 t = t->next;
1228 }
1229}
1230
1231/*
1232 * For debugging purposes. Dumps all treasures for a given monster.
1233 * Created originally by Raphael Quinet for debugging the alchemy code.
1234 */
1235void
1236dump_monster_treasure (const char *name)
1237{
1238 archetype *at;
1239 int found;
1240
1241 found = 0;
1242 fprintf (logfile, "\n");
1243
1244 for (at = first_archetype; at != NULL; at = at->next)
1245 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1246 {
1247 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1248 if (at->clone.randomitems != NULL)
1249 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1250 else
1251 fprintf (logfile, "(nothing)\n");
1252
1253 fprintf (logfile, "\n");
1254 found++;
1255 }
1256
1257 if (found == 0)
1258 fprintf (logfile, "No objects have the name %s!\n\n", name);
1259}
1260
1261/*
1262 * Builds up the lists of artifacts from the file in the libdir.
1263 */
1264void
1265init_artifacts (void) 1183init_artifacts ()
1266{ 1184{
1267 static int has_been_inited = 0; 1185 static int has_been_inited = 0;
1268 char filename[MAX_BUF];
1269 artifact *art = NULL; 1186 artifact *art = NULL;
1270 artifactlist *al; 1187 artifactlist *al;
1271 1188
1272 if (has_been_inited) 1189 if (has_been_inited)
1273 return; 1190 return;
1274 else 1191 else
1275 has_been_inited = 1; 1192 has_been_inited = 1;
1276 1193
1277 sprintf (filename, "%s/artifacts", settings.datadir); 1194 object_thawer f (settings.datadir, "artifacts");
1278 object_thawer f (filename);
1279 1195
1280 if (!f) 1196 if (!f)
1281 return; 1197 return;
1282
1283 f.next ();
1284 1198
1285 for (;;) 1199 for (;;)
1286 { 1200 {
1287 switch (f.kw) 1201 switch (f.kw)
1288 { 1202 {
1292 1206
1293 { 1207 {
1294 if (!strcmp (f.get_str (), "all")) 1208 if (!strcmp (f.get_str (), "all"))
1295 break; 1209 break;
1296 1210
1297 char *next, *cp = f.get_str (); 1211 const char *cp = f.get_str ();
1298 1212 char *next;
1299 do 1213 do
1300 { 1214 {
1301 if ((next = strchr (cp, ','))) 1215 if ((next = (char *)strchr (cp, ',')))
1302 *next++ = '\0'; 1216 *next++ = '\0';
1303 1217
1304 linked_char *tmp = new linked_char; 1218 linked_char *tmp = new linked_char;
1305 1219
1306 tmp->name = cp; 1220 tmp->name = cp;
1370 } 1284 }
1371#if 0 1285#if 0
1372 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1286 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1373#endif 1287#endif
1374 } 1288 }
1375
1376 LOG (llevDebug, "done.\n");
1377} 1289}
1378 1290
1379/* 1291/*
1380 * Used in artifact generation. The bonuses of the first object 1292 * Used in artifact generation. The bonuses of the first object
1381 * is modified by the bonuses of the second object. 1293 * is modified by the bonuses of the second object.
1382 */ 1294 */
1383void 1295void
1384add_abilities (object *op, object *change) 1296add_abilities (object *op, object *change)
1385{ 1297{
1386 int i, tmp;
1387
1388 if (change->face != blank_face) 1298 if (change->face != blank_face)
1389 {
1390#ifdef TREASURE_VERBOSE
1391 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1392#endif
1393 op->face = change->face; 1299 op->face = change->face;
1394 }
1395 1300
1396 for (i = 0; i < NUM_STATS; i++) 1301 for (int i = 0; i < NUM_STATS; i++)
1397 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1302 change_attr_value (&(op->stats), i, change->stats.stat (i));
1398 1303
1399 op->attacktype |= change->attacktype; 1304 op->attacktype |= change->attacktype;
1400 op->path_attuned |= change->path_attuned; 1305 op->path_attuned |= change->path_attuned;
1401 op->path_repelled |= change->path_repelled; 1306 op->path_repelled |= change->path_repelled;
1402 op->path_denied |= change->path_denied; 1307 op->path_denied |= change->path_denied;
1403 op->move_type |= change->move_type; 1308 op->move_type |= change->move_type;
1404 op->stats.luck += change->stats.luck; 1309 op->stats.luck += change->stats.luck;
1405 1310
1406 if (QUERY_FLAG (change, FLAG_CURSED)) 1311 static const struct copyflags : object::flags_t
1407 SET_FLAG (op, FLAG_CURSED); 1312 {
1408 if (QUERY_FLAG (change, FLAG_DAMNED)) 1313 copyflags ()
1409 SET_FLAG (op, FLAG_DAMNED); 1314 {
1410 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1315 set (FLAG_CURSED);
1316 set (FLAG_DAMNED);
1317 set (FLAG_LIFESAVE);
1318 set (FLAG_REFL_SPELL);
1319 set (FLAG_STEALTH);
1320 set (FLAG_XRAYS);
1321 set (FLAG_BLIND);
1322 set (FLAG_SEE_IN_DARK);
1323 set (FLAG_REFL_MISSILE);
1324 set (FLAG_MAKE_INVIS);
1325 }
1326 } copyflags;
1327
1328 // we might want to just copy, but or'ing is what the original code did
1329 op->flag |= change->flag & copyflags;
1330
1331 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1411 set_abs_magic (op, -op->magic); 1332 set_abs_magic (op, -op->magic);
1412 1333
1413 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1334 if (change->flag [FLAG_STAND_STILL])
1414 SET_FLAG (op, FLAG_LIFESAVE);
1415 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1416 SET_FLAG (op, FLAG_REFL_SPELL);
1417 if (QUERY_FLAG (change, FLAG_STEALTH))
1418 SET_FLAG (op, FLAG_STEALTH);
1419 if (QUERY_FLAG (change, FLAG_XRAYS))
1420 SET_FLAG (op, FLAG_XRAYS);
1421 if (QUERY_FLAG (change, FLAG_BLIND))
1422 SET_FLAG (op, FLAG_BLIND);
1423 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1424 SET_FLAG (op, FLAG_SEE_IN_DARK);
1425 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1426 SET_FLAG (op, FLAG_REFL_MISSILE);
1427 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1428 SET_FLAG (op, FLAG_MAKE_INVIS);
1429
1430 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1431 { 1335 {
1432 CLEAR_FLAG (op, FLAG_ANIMATE); 1336 op->clr_flag (FLAG_ANIMATE);
1337
1433 /* so artifacts will join */ 1338 /* so artifacts will join */
1434 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1339 if (!op->flag [FLAG_ALIVE])
1435 op->speed = 0.0; 1340 op->speed = 0.;
1436 1341
1437 op->set_speed (op->speed); 1342 op->set_speed (op->speed);
1438 } 1343 }
1439 1344
1440 if (change->nrof) 1345 if (change->nrof)
1441 op->nrof = rndm (change->nrof) + 1; 1346 op->nrof = rndm (change->nrof) + 1;
1442 1347
1443 op->stats.exp += change->stats.exp; /* Speed modifier */ 1348 op->stats.exp += change->stats.exp; /* Speed modifier */
1444 op->stats.wc += change->stats.wc; 1349 op->stats.wc += change->stats.wc;
1445 op->stats.ac += change->stats.ac; 1350 op->stats.ac += change->stats.ac;
1446 1351
1447 if (change->other_arch) 1352 if (change->other_arch)
1448 { 1353 {
1449 /* Basically, for horns & potions, the other_arch field is the spell 1354 /* Basically, for horns & potions, the other_arch field is the spell
1450 * to cast. So convert that to into a spell and put it into 1355 * to cast. So convert that to into a spell and put it into
1451 * this object. 1356 * this object.
1452 */ 1357 */
1453 if (op->type == HORN || op->type == POTION) 1358 if (op->type == HORN || op->type == POTION)
1454 { 1359 {
1455 object *tmp_obj;
1456
1457 /* Remove any spells this object currently has in it */ 1360 /* Remove any spells this object currently has in it */
1458 while (op->inv)
1459 op->inv->destroy (); 1361 op->destroy_inv (false);
1460 1362
1461 tmp_obj = arch_to_object (change->other_arch); 1363 object *tmp = change->other_arch->instance ();
1462 insert_ob_in_ob (tmp_obj, op); 1364 insert_ob_in_ob (tmp, op);
1463 } 1365 }
1366
1464 /* No harm setting this for potions/horns */ 1367 /* No harm setting this for potions/horns */
1465 op->other_arch = change->other_arch; 1368 op->other_arch = change->other_arch;
1466 } 1369 }
1467 1370
1468 if (change->stats.hp < 0) 1371 if (change->stats.hp < 0)
1484 op->stats.maxsp = -change->stats.maxsp; 1387 op->stats.maxsp = -change->stats.maxsp;
1485 else 1388 else
1486 op->stats.maxsp += change->stats.maxsp; 1389 op->stats.maxsp += change->stats.maxsp;
1487 1390
1488 if (change->stats.food < 0) 1391 if (change->stats.food < 0)
1489 op->stats.food = -(change->stats.food); 1392 op->stats.food = -change->stats.food;
1490 else 1393 else
1491 op->stats.food += change->stats.food; 1394 op->stats.food += change->stats.food;
1492 1395
1493 if (change->level < 0) 1396 if (change->level < 0)
1494 op->level = -(change->level); 1397 op->level = -change->level;
1495 else 1398 else
1496 op->level += change->level; 1399 op->level += change->level;
1497 1400
1498 if (change->gen_sp_armour < 0) 1401 if (change->gen_sp_armour < 0)
1499 op->gen_sp_armour = -(change->gen_sp_armour); 1402 op->gen_sp_armour = -change->gen_sp_armour;
1500 else 1403 else
1501 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1404 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1502 1405
1503 op->item_power = change->item_power; 1406 op->item_power = change->item_power;
1504 1407
1505 for (i = 0; i < NROFATTACKS; i++) 1408 for (int i = 0; i < NROFATTACKS; i++)
1506 if (change->resist[i])
1507 op->resist[i] += change->resist[i]; 1409 op->resist[i] += change->resist[i];
1508 1410
1509 if (change->stats.dam) 1411 if (change->stats.dam)
1510 { 1412 {
1511 if (change->stats.dam < 0) 1413 if (change->stats.dam < 0)
1512 op->stats.dam = (-change->stats.dam); 1414 op->stats.dam = -change->stats.dam;
1513 else if (op->stats.dam) 1415 else if (op->stats.dam)
1514 { 1416 {
1515 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1417 int tmp = op->stats.dam * change->stats.dam / 10;
1418
1516 if (tmp == op->stats.dam) 1419 if (tmp == op->stats.dam)
1517 { 1420 {
1518 if (change->stats.dam < 10) 1421 if (change->stats.dam < 10)
1519 op->stats.dam--; 1422 op->stats.dam--;
1520 else 1423 else
1526 } 1429 }
1527 1430
1528 if (change->weight) 1431 if (change->weight)
1529 { 1432 {
1530 if (change->weight < 0) 1433 if (change->weight < 0)
1531 op->weight = (-change->weight); 1434 op->weight = -change->weight;
1532 else 1435 else
1533 op->weight = (op->weight * (change->weight)) / 100; 1436 op->weight = op->weight * change->weight / 100;
1534 } 1437 }
1535 1438
1536 if (change->last_sp) 1439 if (change->last_sp)
1537 { 1440 {
1538 if (change->last_sp < 0) 1441 if (change->last_sp < 0)
1539 op->last_sp = (-change->last_sp); 1442 op->last_sp = -change->last_sp;
1540 else 1443 else
1541 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1444 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1542 } 1445 }
1543 1446
1544 if (change->gen_sp_armour) 1447 if (change->gen_sp_armour)
1545 { 1448 {
1546 if (change->gen_sp_armour < 0) 1449 if (change->gen_sp_armour < 0)
1547 op->gen_sp_armour = (-change->gen_sp_armour); 1450 op->gen_sp_armour = -change->gen_sp_armour;
1548 else 1451 else
1549 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1452 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1550 } 1453 }
1551 1454
1552 op->value *= change->value; 1455 op->value *= change->value;
1553 1456
1554 if (change->materials) 1457 if (change->materials)
1555 op->materials = change->materials; 1458 op->materials = change->materials;
1556 1459
1557 if (change->materialname) 1460 if (change->material != MATERIAL_NULL)
1558 op->materialname = change->materialname; 1461 op->material = change->material;
1559 1462
1560 if (change->slaying) 1463 if (change->slaying)
1561 op->slaying = change->slaying; 1464 op->slaying = change->slaying;
1562 1465
1563 if (change->race) 1466 if (change->race)
1566 if (change->msg) 1469 if (change->msg)
1567 op->msg = change->msg; 1470 op->msg = change->msg;
1568} 1471}
1569 1472
1570static int 1473static int
1571legal_artifact_combination (object *op, artifact * art) 1474legal_artifact_combination (object *op, artifact *art)
1572{ 1475{
1573 int neg, success = 0; 1476 int neg, success = 0;
1574 linked_char *tmp; 1477 linked_char *tmp;
1575 const char *name; 1478 const char *name;
1576 1479
1577 if (art->allowed == (linked_char *) NULL) 1480 if (!art->allowed)
1578 return 1; /* Ie, "all" */ 1481 return 1; /* Ie, "all" */
1482
1579 for (tmp = art->allowed; tmp; tmp = tmp->next) 1483 for (tmp = art->allowed; tmp; tmp = tmp->next)
1580 { 1484 {
1581#ifdef TREASURE_VERBOSE 1485#ifdef TREASURE_VERBOSE
1582 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1486 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1583#endif 1487#endif
1585 name = tmp->name + 1, neg = 1; 1489 name = tmp->name + 1, neg = 1;
1586 else 1490 else
1587 name = tmp->name, neg = 0; 1491 name = tmp->name, neg = 0;
1588 1492
1589 /* If we match name, then return the opposite of 'neg' */ 1493 /* If we match name, then return the opposite of 'neg' */
1590 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1494 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1591 return !neg; 1495 return !neg;
1592 1496
1593 /* Set success as true, since if the match was an inverse, it means 1497 /* Set success as true, since if the match was an inverse, it means
1594 * everything is allowed except what we match 1498 * everything is allowed except what we match
1595 */ 1499 */
1596 else if (neg) 1500 else if (neg)
1597 success = 1; 1501 success = 1;
1598 } 1502 }
1503
1599 return success; 1504 return success;
1600} 1505}
1601 1506
1602/* 1507/*
1603 * Fixes the given object, giving it the abilities and titles 1508 * Fixes the given object, giving it the abilities and titles
1605 */ 1510 */
1606 1511
1607void 1512void
1608give_artifact_abilities (object *op, object *artifct) 1513give_artifact_abilities (object *op, object *artifct)
1609{ 1514{
1610 char new_name[MAX_BUF]; 1515 op->title = format ("of %s", &artifct->name);
1611 1516
1612 sprintf (new_name, "of %s", &artifct->name);
1613 op->title = new_name;
1614 add_abilities (op, artifct); /* Give out the bonuses */ 1517 add_abilities (op, artifct); /* Give out the bonuses */
1615 1518
1616#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1519#if 0 /* Bit verbose, but keep it here until next time I need it... */
1617 { 1520 {
1618 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1521 char identified = op->flag [FLAG_IDENTIFIED];
1619 1522
1620 SET_FLAG (op, FLAG_IDENTIFIED); 1523 op->set_flag (FLAG_IDENTIFIED);
1621 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1524 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1622 if (!identified) 1525 if (!identified)
1623 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1526 op->clr_flag (FLAG_IDENTIFIED);
1624 } 1527 }
1625#endif 1528#endif
1626 return; 1529 return;
1627} 1530}
1628 1531
1638#define ARTIFACT_TRIES 2 1541#define ARTIFACT_TRIES 2
1639 1542
1640void 1543void
1641generate_artifact (object *op, int difficulty) 1544generate_artifact (object *op, int difficulty)
1642{ 1545{
1643 artifactlist *al;
1644 artifact *art; 1546 artifact *art;
1645 int i;
1646 1547
1647 al = find_artifactlist (op->type); 1548 artifactlist *al = find_artifactlist (op->type);
1648 1549
1649 if (al == NULL) 1550 if (al == NULL)
1650 { 1551 {
1651#if 0 /* This is too verbose, usually */ 1552#if 0 /* This is too verbose, usually */
1652 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1553 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1653#endif 1554#endif
1654 return; 1555 return;
1655 } 1556 }
1656 1557
1657 for (i = 0; i < ARTIFACT_TRIES; i++) 1558 for (int i = 0; i < ARTIFACT_TRIES; i++)
1658 { 1559 {
1659 int roll = rndm (al->total_chance); 1560 int roll = rndm (al->total_chance);
1660 1561
1661 for (art = al->items; art; art = art->next) 1562 for (art = al->items; art; art = art->next)
1662 { 1563 {
1670#if 1 1571#if 1
1671 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1572 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1672#endif 1573#endif
1673 return; 1574 return;
1674 } 1575 }
1675 if (!strcmp (art->item->name, "NONE")) 1576
1577 if (art->item->name == shstr_NONE)
1676 return; 1578 return;
1579
1677 if (FABS (op->magic) < art->item->magic) 1580 if (fabs (op->magic) < art->item->magic)
1678 continue; /* Not magic enough to be this item */ 1581 continue; /* Not magic enough to be this item */
1679 1582
1680 /* Map difficulty not high enough */ 1583 /* Map difficulty not high enough */
1681 if (difficulty < art->difficulty) 1584 if (difficulty < art->difficulty)
1682 continue; 1585 continue;
1700 */ 1603 */
1701 1604
1702void 1605void
1703fix_flesh_item (object *item, object *donor) 1606fix_flesh_item (object *item, object *donor)
1704{ 1607{
1705 char tmpbuf[MAX_BUF];
1706 int i;
1707
1708 if (item->type == FLESH && donor) 1608 if (item->type == FLESH && donor)
1709 { 1609 {
1710 /* change the name */ 1610 /* change the name */
1711 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1611 item->name = format ("%s's %s", &donor->name, &item->name);
1712 item->name = tmpbuf;
1713 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1612 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1714 item->name_pl = tmpbuf;
1715 1613
1716 /* weight is FLESH weight/100 * donor */ 1614 /* weight is FLESH weight/100 * donor */
1717 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1615 item->weight = max (1, item->weight * donor->weight / 100);
1718 item->weight = 1;
1719 1616
1720 /* value is multiplied by level of donor */ 1617 /* value is multiplied by level of donor */
1721 item->value *= isqrt (donor->level * 2); 1618 item->value *= isqrt (donor->level * 2);
1722 1619
1723 /* food value */ 1620 /* food value */
1724 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1621 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1725 1622
1726 /* flesh items inherit some abilities of donor, but not 1623 /* flesh items inherit some abilities of donor, but not
1727 * full effect. 1624 * full effect.
1728 */ 1625 */
1729 for (i = 0; i < NROFATTACKS; i++) 1626 for (int i = 0; i < NROFATTACKS; i++)
1730 item->resist[i] = donor->resist[i] / 2; 1627 item->resist[i] = donor->resist[i] / 2;
1731 1628
1732 /* item inherits donor's level (important for quezals) */ 1629 /* item inherits donor's level (important for quezals) */
1733 item->level = donor->level; 1630 item->level = donor->level;
1734 1631
1735 /* if donor has some attacktypes, the flesh is poisonous */ 1632 /* if donor has some attacktypes, the flesh is poisonous */
1736 if (donor->attacktype & AT_POISON) 1633 if (donor->attacktype & AT_POISON)
1737 item->type = POISON; 1634 item->type = POISON;
1635
1738 if (donor->attacktype & AT_ACID) 1636 if (donor->attacktype & AT_ACID)
1739 item->stats.hp = -1 * item->stats.food; 1637 item->stats.hp = -item->stats.food;
1740 SET_FLAG (item, FLAG_NO_STEAL);
1741 }
1742}
1743 1638
1744/* special_potion() - so that old potion code is still done right. */ 1639 item->set_flag (FLAG_NO_STEAL);
1745int 1640 }
1746special_potion (object *op)
1747{
1748 if (op->attacktype)
1749 return 1;
1750
1751 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1752 return 1;
1753
1754 for (int i = 0; i < NROFATTACKS; i++)
1755 if (op->resist[i])
1756 return 1;
1757
1758 return 0;
1759} 1641}
1760 1642
1761void 1643static void
1762free_treasurestruct (treasure *t) 1644free_treasurestruct (treasure *t)
1763{ 1645{
1764 if (t->next) free_treasurestruct (t->next); 1646 if (t->next) free_treasurestruct (t->next);
1765 if (t->next_yes) free_treasurestruct (t->next_yes); 1647 if (t->next_yes) free_treasurestruct (t->next_yes);
1766 if (t->next_no) free_treasurestruct (t->next_no); 1648 if (t->next_no) free_treasurestruct (t->next_no);
1767 1649
1768 delete t; 1650 delete t;
1769} 1651}
1770 1652
1771void 1653static void
1772free_charlinks (linked_char *lc) 1654free_charlinks (linked_char *lc)
1773{ 1655{
1774 if (lc->next) 1656 if (lc->next)
1775 free_charlinks (lc->next); 1657 free_charlinks (lc->next);
1776 1658
1777 delete lc; 1659 delete lc;
1778} 1660}
1779 1661
1780void 1662static void
1781free_artifact (artifact *at) 1663free_artifact (artifact *at)
1782{ 1664{
1783 if (at->next) free_artifact (at->next); 1665 if (at->next) free_artifact (at->next);
1784 if (at->allowed) free_charlinks (at->allowed); 1666 if (at->allowed) free_charlinks (at->allowed);
1785 1667
1786 at->item->destroy (1); 1668 at->item->destroy ();
1787 1669
1788 sfree (at); 1670 sfree (at);
1789} 1671}
1790 1672
1791void
1792free_artifactlist (artifactlist *al)
1793{
1794 artifactlist *nextal;
1795
1796 for (al = first_artifactlist; al; al = nextal)
1797 {
1798 nextal = al->next;
1799
1800 if (al->items)
1801 free_artifact (al->items);
1802
1803 sfree (al);
1804 }
1805}
1806
1807void
1808free_all_treasures (void)
1809{
1810 treasurelist *tl, *next;
1811
1812 for (tl = first_treasurelist; tl; tl = next)
1813 {
1814 clear (tl);
1815
1816 next = tl->next;
1817 delete tl;
1818 }
1819
1820 free_artifactlist (first_artifactlist);
1821}

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